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Allow Player class derivatives to override NumTableActionAnims#1713

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Azaezel merged 1 commit intoTorqueGameEngines:developmentfrom
Azaezel:alpha41/PlayerExtendability
Apr 19, 2026
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Allow Player class derivatives to override NumTableActionAnims#1713
Azaezel merged 1 commit intoTorqueGameEngines:developmentfrom
Azaezel:alpha41/PlayerExtendability

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@Azaezel Azaezel commented Apr 14, 2026

the player class (and resource derivatives, contain a mix of hardcoded animation names, as well as scriptable ones that can be tripped via playthread/setActionThread. to determine if an animation within the stored vector is hardcoded or a scripted oneoff for that mesh, theres a demarcation at NumTableActionAnims for the up to 512 animation slots available. when deriving from player, we must therefore allow that entry to be overridden for any class which adds additional hardcoded animations therefore this introduces a datablock-level entry for the marked slot.

the player class (and resource derivatives, contain a mix of hardcoded animation names, as well as scriptable ones that can be tripped via playthread/setActionThread.
to determine if an animation within the stored vector is hardcoded or a scripted oneoff for that mesh, theres a demarcation at NumTableActionAnims for the up to 512 animation slots available.
when deriving from player, we must therefore allow that entry to be overridden for any class which adds additional hardcoded animations
therefore this introduces a datablock-level entry for the marked slot.
Azaezel added a commit to Azaezel/AAK that referenced this pull request Apr 14, 2026
as a followup to TorqueGameEngines/Torque3D#1713
this ditches a bit more of the doubled up code in player, and leverages the hardcoded vs dynamic animation split-point override code
@Azaezel Azaezel merged commit 10cff00 into TorqueGameEngines:development Apr 19, 2026
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