Placing the _build folder in .hgignore so I don't have to rebuild and reupload the binaries.

Also fixed a bug in .anim parsing in vbparse.
This commit is contained in:
Fatbag 2012-02-04 16:04:40 -06:00
parent aa9ef65d64
commit 008363ce8f
2 changed files with 27 additions and 8 deletions

View file

@ -96,6 +96,24 @@ void ReadMotion(Animation_t& Animation, Motion_t& Motion){
}
}
void ReadPropEntry(KeyValuePair_t& Entry){
Entry.Key = VBFile.readstring();
printf(" | | | | | Key: %s\n", Entry.Key);
Entry.Value = VBFile.readstring();
printf(" | | | | | Value: %s\n", Entry.Value);
}
void ReadPropEntries(Prop_t& Prop){
unsigned count = Prop.EntriesCount = VBFile.readint32();
printf(" | | | | EntriesCount: %u\n", Prop.EntriesCount);
Prop.Entries = (KeyValuePair_t*) malloc(count * sizeof(KeyValuePair_t));
for(unsigned i=0; i<count; i++){
printf(" | | | | [Entry %u]\n", i+1);
ReadPropEntry(Prop.Entries[i]);
}
}
void ReadPropsList(PropsList_t& PropsList){
unsigned count = PropsList.PropsCount = VBFile.readint32();
printf(" | | | PropsCount: %u\n", count);
@ -103,12 +121,7 @@ void ReadPropsList(PropsList_t& PropsList){
for(unsigned i=0; i<count; i++){
printf(" | | | [Prop %u]\n", i+1);
PropsList.Props[i].Property = VBFile.readint32();
printf(" | | | | Property: %u\n", PropsList.Props[i].Property);
PropsList.Props[i].Key = VBFile.readstring();
printf(" | | | | Key: %s\n", PropsList.Props[i].Key);
PropsList.Props[i].Value = VBFile.readstring();
printf(" | | | | Value: %s\n", PropsList.Props[i].Value);
ReadPropEntries(PropsList.Props[i]);
}
}

View file

@ -84,12 +84,16 @@ struct Rotation_t {
float w, x, y, z;
};
struct Prop_t {
uint32_t Property;
struct KeyValuePair_t {
char * Key;
char * Value;
};
struct Prop_t {
uint32_t EntriesCount;
KeyValuePair_t * Entries;
};
struct PropsList_t {
uint32_t PropsCount;
Prop_t * Props;
@ -142,6 +146,8 @@ struct Animation_t {
Motion_t * Motions;
};
void ReadPropEntry(KeyValuePair_t& Entry);
void ReadPropEntries(Prop_t& Prop);
void ReadAnimation(Animation_t& Animation);
void ReadMotion(Animation_t& Animation, Motion_t& Motion);
void ReadPropsList(PropsList_t& PropsList);