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@ -111,7 +111,7 @@ TEST(AnimationInfo, AttackSwordWarrior) // ProcessAnimationPending should be con
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{ |
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RunAnimationTest( |
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{ |
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new SetNewAnimationData(16, 0, AnimationDistributionFlags::ProcessAnimationPending, 0, 9), |
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new SetNewAnimationData(16, 0, AnimationDistributionFlags::ProcessAnimationPending, 0, 9), |
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// ProcessAnimation directly after StartAttack (in same GameTick). So we don't see any rendering before.
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new GameTickData(2, 0), |
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new RenderingData(0.0f, 1), |
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@ -274,7 +274,7 @@ TEST(AnimationInfo, AttackSwordWarriorRepeated)
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new GameTickData(10, 0), |
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new RenderingData(0.3f, 10), |
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// Start of repeated attack, cause plr[pnum].AnimInfo.CurrentFrame > plr[myplr]._pAFNum
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// Start of repeated attack, cause plr[pnum].AnimInfo.CurrentFrame > plr[myplr]._pAFNum
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new SetNewAnimationData(16, 0, static_cast<AnimationDistributionFlags>(AnimationDistributionFlags::ProcessAnimationPending | AnimationDistributionFlags::RepeatedAction), 0, 9), |
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// ProcessAnimation directly after StartAttack (in same GameTick). So we don't see any rendering before.
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new GameTickData(2, 0), |
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