mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-01-12 04:17:25 -05:00
Added support for all object layers. (#127)
This commit is contained in:
parent
09e713b1cb
commit
3555578c0e
@ -3,7 +3,6 @@ package common
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import (
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"fmt"
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"image"
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"math"
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"strings"
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"time"
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@ -12,18 +11,19 @@ import (
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"github.com/hajimehoshi/ebiten"
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)
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var DccLayerNames = []string{"HD", "TR", "LG", "RA", "LA", "RH", "LH", "SH", "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8"}
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// AnimatedEntity represents an entity on the map that can be animated
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type AnimatedEntity struct {
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// LocationX represents the tile X position of the entity
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LocationX float64
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// LocationY represents the tile Y position of the entity
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LocationY float64
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dcc *DCC
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cof *Cof
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dccLayers map[string]*DCC
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Cof *Cof
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palette palettedefs.PaletteType
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base string
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token string
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tr string
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animationMode string
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weaponClass string
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lastFrameTime time.Time
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@ -31,8 +31,9 @@ type AnimatedEntity struct {
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animationSpeed int
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direction int
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currentFrame int
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frames []*ebiten.Image
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frameLocations []Rectangle
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frames map[string][]*ebiten.Image
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frameLocations map[string][]Rectangle
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object Object
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}
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// CreateAnimatedEntity creates an instance of AnimatedEntity
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@ -40,11 +41,12 @@ func CreateAnimatedEntity(object Object, fileProvider FileProvider, palette pale
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result := &AnimatedEntity{
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base: object.Lookup.Base,
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token: object.Lookup.Token,
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tr: object.Lookup.TR,
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object: object,
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palette: palette,
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}
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result.LocationX = math.Floor(float64(object.X) / 5)
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result.LocationY = math.Floor(float64(object.Y) / 5)
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result.dccLayers = make(map[string]*DCC)
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result.LocationX = float64(object.X) / 5
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result.LocationY = float64(object.Y) / 5
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return result
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}
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@ -53,14 +55,69 @@ var DirectionLookup = []int{3, 15, 4, 8, 0, 9, 5, 10, 1, 11, 6, 12, 2, 13, 7, 14
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// SetMode changes the graphical mode of this animated entity
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func (v *AnimatedEntity) SetMode(animationMode, weaponClass string, direction int, provider FileProvider) {
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dccPath := fmt.Sprintf("%s/%s/tr/%str%s%s%s.dcc", v.base, v.token, v.token, v.tr, animationMode, weaponClass)
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v.dcc = LoadDCC(dccPath, provider)
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cofPath := fmt.Sprintf("%s/%s/cof/%s%s%s.cof", v.base, v.token, v.token, animationMode, weaponClass)
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v.cof = LoadCof(cofPath, provider)
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cofPath := fmt.Sprintf("%s/%s/Cof/%s%s%s.Cof", v.base, v.token, v.token, animationMode, weaponClass)
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v.Cof = LoadCof(cofPath, provider)
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v.animationMode = animationMode
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v.weaponClass = weaponClass
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v.direction = direction
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v.cacheFrames()
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if v.direction >= v.Cof.NumberOfDirections {
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v.direction = v.Cof.NumberOfDirections - 1
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}
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v.frames = make(map[string][]*ebiten.Image)
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v.frameLocations = make(map[string][]Rectangle)
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v.dccLayers = make(map[string]*DCC)
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for _, cofLayer := range v.Cof.CofLayers {
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layerName := DccLayerNames[cofLayer.Type]
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v.dccLayers[layerName] = v.LoadLayer(layerName, provider)
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if v.dccLayers[layerName] == nil {
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continue
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}
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v.cacheFrames(layerName)
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}
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}
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func (v *AnimatedEntity) LoadLayer(layer string, fileProvider FileProvider) *DCC {
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layerName := "tr"
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switch strings.ToUpper(layer) {
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case "HD": // Head
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layerName = v.object.Lookup.HD
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case "TR": // Torso
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layerName = v.object.Lookup.TR
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case "LG": // Legs
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layerName = v.object.Lookup.LG
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case "RA": // RightArm
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layerName = v.object.Lookup.RA
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case "LA": // LeftArm
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layerName = v.object.Lookup.LA
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case "RH": // RightHand
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layerName = v.object.Lookup.RH
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case "LH": // LeftHand
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layerName = v.object.Lookup.LH
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case "SH": // Shield
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layerName = v.object.Lookup.SH
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case "S1": // Special1
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layerName = v.object.Lookup.S1
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case "S2": // Special2
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layerName = v.object.Lookup.S2
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case "S3": // Special3
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layerName = v.object.Lookup.S3
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case "S4": // Special4
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layerName = v.object.Lookup.S4
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case "S5": // Special5
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layerName = v.object.Lookup.S5
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case "S6": // Special6
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layerName = v.object.Lookup.S6
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case "S7": // Special7
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layerName = v.object.Lookup.S7
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case "S8": // Special8
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layerName = v.object.Lookup.S8
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}
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if len(layerName) == 0 {
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return nil
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}
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dccPath := fmt.Sprintf("%s/%s/%s/%s%s%s%s%s.dcc", v.base, v.token, layer, v.token, layer, layerName, v.animationMode, v.weaponClass)
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return LoadDCC(dccPath, fileProvider)
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}
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// Render draws this animated entity onto the target
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@ -72,23 +129,35 @@ func (v *AnimatedEntity) Render(target *ebiten.Image, offsetX, offsetY int) {
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v.currentFrame = 0
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}
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}
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opts := &ebiten.DrawImageOptions{}
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opts.GeoM.Translate(float64(v.frameLocations[v.currentFrame].Left+offsetX), float64(v.frameLocations[v.currentFrame].Top+offsetY+40))
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target.DrawImage(v.frames[v.currentFrame], opts)
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for idx := 0; idx < v.Cof.NumberOfLayers; idx++ {
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priority := v.Cof.Priority[v.direction][v.currentFrame][idx]
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if int(priority) >= len(DccLayerNames) {
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continue
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}
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frameName := DccLayerNames[priority]
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if v.frames[frameName] == nil {
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continue
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}
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// TODO: Transparency op maybe, but it'l murder batch calls
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opts := &ebiten.DrawImageOptions{}
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opts.GeoM.Translate(float64(v.frameLocations[frameName][v.currentFrame].Left+offsetX),
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float64(v.frameLocations[frameName][v.currentFrame].Top+offsetY+40))
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target.DrawImage(v.frames[frameName][v.currentFrame], opts)
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}
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}
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func (v *AnimatedEntity) cacheFrames() {
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func (v *AnimatedEntity) cacheFrames(layerName string) {
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dcc := v.dccLayers[layerName]
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v.currentFrame = 0
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animationData := AnimationData[strings.ToLower(v.token+v.animationMode+v.weaponClass)][0]
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v.animationSpeed = int(1000.0 / ((float64(animationData.AnimationSpeed) * 25.0) / 256.0))
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v.framesToAnimate = animationData.FramesPerDirection
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v.lastFrameTime = time.Now()
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minX := int32(2147483647)
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minY := int32(2147483647)
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maxX := int32(-2147483648)
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maxY := int32(-2147483648)
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for _, layer := range v.dcc.Directions {
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minX := int32(10000)
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minY := int32(10000)
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maxX := int32(-10000)
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maxY := int32(-10000)
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for _, layer := range dcc.Directions {
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minX = MinInt32(minX, int32(layer.Box.Left))
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minY = MinInt32(minY, int32(layer.Box.Top))
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maxX = MaxInt32(maxX, int32(layer.Box.Right()))
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@ -96,17 +165,17 @@ func (v *AnimatedEntity) cacheFrames() {
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}
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frameW := maxX - minX
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frameH := maxY - minY
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v.frames = make([]*ebiten.Image, v.framesToAnimate)
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v.frameLocations = make([]Rectangle, v.framesToAnimate)
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for frameIndex := range v.frames {
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v.frames[frameIndex], _ = ebiten.NewImage(int(frameW), int(frameH), ebiten.FilterNearest)
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priorityBase := (v.direction * animationData.FramesPerDirection * v.cof.NumberOfLayers) + (frameIndex * v.cof.NumberOfLayers)
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for layerIdx := 0; layerIdx < v.cof.NumberOfLayers; layerIdx++ {
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comp := v.cof.Priority[priorityBase+layerIdx]
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if _, found := v.cof.CompositeLayers[comp]; !found {
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continue
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v.frames[layerName] = make([]*ebiten.Image, v.framesToAnimate)
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v.frameLocations[layerName] = make([]Rectangle, v.framesToAnimate)
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for frameIndex := range v.frames[layerName] {
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v.frames[layerName][frameIndex], _ = ebiten.NewImage(int(frameW), int(frameH), ebiten.FilterNearest)
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for layerIdx := 0; layerIdx < v.Cof.NumberOfLayers; layerIdx++ {
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transparency := byte(255)
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if v.Cof.CofLayers[layerIdx].Transparent {
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transparency = byte(128)
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}
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direction := v.dcc.Directions[v.direction]
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direction := dcc.Directions[v.direction]
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frame := direction.Frames[frameIndex]
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img := image.NewRGBA(image.Rect(0, 0, int(frameW), int(frameH)))
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for y := 0; y < direction.Box.Height; y++ {
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@ -122,13 +191,13 @@ func (v *AnimatedEntity) cacheFrames() {
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img.Pix[(actualX*4)+(actualY*int(frameW)*4)] = color.R
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img.Pix[(actualX*4)+(actualY*int(frameW)*4)+1] = color.G
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img.Pix[(actualX*4)+(actualY*int(frameW)*4)+2] = color.B
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img.Pix[(actualX*4)+(actualY*int(frameW)*4)+3] = 255
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img.Pix[(actualX*4)+(actualY*int(frameW)*4)+3] = transparency
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}
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}
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newImage, _ := ebiten.NewImageFromImage(img, ebiten.FilterNearest)
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img = nil
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v.frames[frameIndex] = newImage
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v.frameLocations[frameIndex] = Rectangle{
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v.frames[layerName][frameIndex] = newImage
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v.frameLocations[layerName][frameIndex] = Rectangle{
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Left: int(minX),
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Top: int(minY),
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Width: int(frameW),
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@ -31,6 +31,7 @@ func (v *BitMuncher) GetBit() uint32 {
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func (v *BitMuncher) SkipBits(bits int) {
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v.Offset += bits
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v.BitsRead += bits
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}
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func (v *BitMuncher) GetByte() byte {
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@ -204,7 +204,7 @@ type Cof struct {
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CofLayers []*CofLayer
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CompositeLayers map[CompositeType]int
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AnimationFrames []AnimationFrame
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Priority []CompositeType
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Priority [][][]CompositeType
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}
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func LoadCof(fileName string, fileProvider FileProvider) *Cof {
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@ -235,10 +235,16 @@ func LoadCof(fileName string, fileProvider FileProvider) *Cof {
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result.AnimationFrames[i] = AnimationFrame(animationFrameBytes[i])
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}
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priorityLen := result.FramesPerDirection * result.NumberOfDirections * result.NumberOfLayers
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result.Priority = make([]CompositeType, priorityLen)
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result.Priority = make([][][]CompositeType, result.NumberOfDirections)
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priorityBytes, _ := streamReader.ReadBytes(priorityLen)
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for i := range priorityBytes {
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result.Priority[i] = CompositeType(priorityBytes[i])
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for direction := 0; direction < result.NumberOfDirections; direction++ {
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result.Priority[direction] = make([][]CompositeType, result.FramesPerDirection)
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for frame := 0; frame < result.FramesPerDirection; frame++ {
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result.Priority[direction][frame] = make([]CompositeType, result.NumberOfLayers)
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for i := 0; i < result.NumberOfLayers; i++ {
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result.Priority[direction][frame][i] = CompositeType(priorityBytes[i])
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}
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}
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}
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return result
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}
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@ -2,7 +2,6 @@ package common
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import (
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"log"
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"sync"
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)
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type DCCPixelBufferEntry struct {
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@ -52,7 +51,7 @@ type DCCDirection struct {
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EncodingTypeBitsreamSize int
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RawPixelCodesBitstreamSize int
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Frames []*DCCDirectionFrame
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PaletteEntries []byte
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PaletteEntries [256]byte
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Box Rectangle
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Cells []*DCCCell
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PixelData []byte
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@ -71,6 +70,11 @@ type DCC struct {
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var crazyBitTable = []byte{0, 1, 2, 4, 6, 8, 10, 12, 14, 16, 20, 24, 26, 28, 30, 32}
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var pixelMaskLookup = []int{0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4}
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var dccDir4 = []byte{0, 1, 2, 3}
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var dccDir8 = []byte{4, 0, 5, 1, 6, 2, 7, 3}
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var dccDir16 = []byte{4, 8, 0, 9, 5, 10, 1, 11, 6, 12, 2, 13, 7, 14, 3, 15}
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var dccDir32 = []byte{4, 16, 8, 17, 0, 18, 9, 19, 5, 20, 10, 21, 1, 22, 11, 23,
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6, 24, 12, 25, 2, 26, 13, 27, 7, 28, 14, 29, 3, 30, 15, 31}
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func CreateDCCDirectionFrame(bits *BitMuncher, direction *DCCDirection) *DCCDirectionFrame {
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result := &DCCDirectionFrame{}
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@ -82,11 +86,15 @@ func CreateDCCDirectionFrame(bits *BitMuncher, direction *DCCDirection) *DCCDire
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result.NumberOfOptionalBytes = int(bits.GetBits(direction.OptionalDataBits))
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result.NumberOfCodedBytes = int(bits.GetBits(direction.CodedBytesBits))
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result.FrameIsBottomUp = bits.GetBit() == 1
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result.Box = Rectangle{
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result.XOffset,
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result.YOffset - result.Height - 1,
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result.Width,
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result.Height,
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if result.FrameIsBottomUp {
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log.Panic("Bottom up frames are not implemented.")
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} else {
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result.Box = Rectangle{
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result.XOffset,
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result.YOffset - result.Height + 1,
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result.Width,
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result.Height,
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}
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}
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return result
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}
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@ -164,10 +172,10 @@ func CreateDCCDirection(bm *BitMuncher, file *DCC) *DCCDirection {
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result.OptionalDataBits = int(crazyBitTable[bm.GetBits(4)])
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result.CodedBytesBits = int(crazyBitTable[bm.GetBits(4)])
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result.Frames = make([]*DCCDirectionFrame, file.FramesPerDirection)
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minx := 9223372036854775807
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miny := 9223372036854775807
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maxx := -9223372036854775808
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maxy := -9223372036854775808
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minx := 100000
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miny := 100000
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maxx := -100000
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maxy := -100000
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// Load the frame headers
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for frameIdx := 0; frameIdx < file.FramesPerDirection; frameIdx++ {
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result.Frames[frameIdx] = CreateDCCDirectionFrame(bm, result)
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@ -176,7 +184,7 @@ func CreateDCCDirection(bm *BitMuncher, file *DCC) *DCCDirection {
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maxx = int(MaxInt32(int32(result.Frames[frameIdx].Box.Right()), int32(maxx)))
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maxy = int(MaxInt32(int32(result.Frames[frameIdx].Box.Bottom()), int32(maxy)))
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}
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result.Box = Rectangle{minx, miny, maxx - minx, maxy - miny}
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result.Box = Rectangle{minx, miny, (maxx - minx), (maxy - miny)}
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if result.OptionalDataBits > 0 {
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log.Panic("Optional bits in DCC data is not currently supported.")
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}
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@ -189,24 +197,14 @@ func CreateDCCDirection(bm *BitMuncher, file *DCC) *DCCDirection {
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result.RawPixelCodesBitstreamSize = int(bm.GetBits(20))
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}
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// PixelValuesKey
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paletteEntries := make([]bool, 0)
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paletteEntryCount := 0
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for i := 0; i < 256; i++ {
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valid := bm.GetBit() != 0
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paletteEntries = append(paletteEntries, valid)
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if valid {
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result.PaletteEntries[paletteEntryCount] = byte(i)
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paletteEntryCount++
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}
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}
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result.PaletteEntries = make([]byte, paletteEntryCount)
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paletteOffset := 0
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for i := 0; i < 256; i++ {
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if !paletteEntries[i] {
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continue
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}
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result.PaletteEntries[paletteOffset] = byte(i)
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paletteOffset++
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}
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// HERE BE GIANTS:
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// Because of the way this thing mashes bits together, BIT offset matters
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// here. For example, if you are on byte offset 3, bit offset 6, and
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@ -343,10 +341,12 @@ func (v *DCCDirection) GenerateFrames(pcd *BitMuncher) {
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func (v *DCCDirection) FillPixelBuffer(pcd, ec, pm, et, rp *BitMuncher) {
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lastPixel := uint32(0)
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pixelStack := make([]uint32, 4)
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maxCellX := 0
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maxCellY := 0
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for _, frame := range v.Frames {
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if frame == nil {
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continue
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}
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maxCellX += frame.HorizontalCellCount
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maxCellY += frame.VerticalCellCount
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}
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@ -366,11 +366,9 @@ func (v *DCCDirection) FillPixelBuffer(pcd, ec, pm, et, rp *BitMuncher) {
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frameIndex++
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originCellX := (frame.Box.Left - v.Box.Left) / 4
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originCellY := (frame.Box.Top - v.Box.Top) / 4
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frameCellIndex := 0
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for cellY := 0; cellY < frame.VerticalCellCount; cellY++ {
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currentCellY := cellY + originCellY
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for cellX := 0; cellX < frame.HorizontalCellCount; cellX++ {
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frameCellIndex++
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currentCell := originCellX + cellX + (currentCellY * v.HorizontalCellCount)
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nextCell := false
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tmp := 0
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@ -392,6 +390,7 @@ func (v *DCCDirection) FillPixelBuffer(pcd, ec, pm, et, rp *BitMuncher) {
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continue
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}
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// Decode the pixels
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var pixelStack [4]uint32
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lastPixel = 0
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numberOfPixelBits := pixelMaskLookup[pixelMask]
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encodingType := 0
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@ -415,7 +414,7 @@ func (v *DCCDirection) FillPixelBuffer(pcd, ec, pm, et, rp *BitMuncher) {
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}
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if pixelStack[i] == lastPixel {
|
||||
pixelStack[i] = 0
|
||||
i = numberOfPixelBits // Just break here....
|
||||
break
|
||||
} else {
|
||||
lastPixel = pixelStack[i]
|
||||
decodedPixel++
|
||||
@ -514,15 +513,22 @@ func LoadDCC(path string, fileProvider FileProvider) *DCC {
|
||||
directionOffsets[i] = int(bm.GetInt32())
|
||||
}
|
||||
result.Directions = make([]*DCCDirection, result.NumberOfDirections)
|
||||
var wg sync.WaitGroup
|
||||
wg.Add(result.NumberOfDirections)
|
||||
for i := 0; i < result.NumberOfDirections; i++ {
|
||||
go func(i int) {
|
||||
defer wg.Done()
|
||||
result.Directions[i] = CreateDCCDirection(CreateBitMuncher(fileData, directionOffsets[i]*8), result)
|
||||
}(i)
|
||||
dir := byte(0)
|
||||
switch result.NumberOfDirections {
|
||||
case 1:
|
||||
dir = 0
|
||||
case 4:
|
||||
dir = dccDir4[i]
|
||||
case 8:
|
||||
dir = dccDir8[i]
|
||||
case 16:
|
||||
dir = dccDir16[i]
|
||||
case 32:
|
||||
dir = dccDir32[i]
|
||||
}
|
||||
result.Directions[dir] = CreateDCCDirection(CreateBitMuncher(fileData, directionOffsets[i]*8), result)
|
||||
}
|
||||
wg.Wait()
|
||||
|
||||
return result
|
||||
}
|
||||
|
@ -15,8 +15,7 @@ func CreateNPC(object Object, fileProvider FileProvider) *NPC {
|
||||
AnimatedEntity: CreateAnimatedEntity(object, fileProvider, palettedefs.Units),
|
||||
Paths: object.Paths,
|
||||
}
|
||||
result.AnimatedEntity.SetMode(object.Lookup.Mode, object.Lookup.Class, 0, fileProvider)
|
||||
|
||||
result.AnimatedEntity.SetMode(object.Lookup.Mode, object.Lookup.Class, 1, fileProvider)
|
||||
return result
|
||||
}
|
||||
|
||||
|
@ -147,7 +147,7 @@ func (v *Region) loadObjects(fileProvider common.FileProvider) {
|
||||
npc := common.CreateNPC(object, fileProvider)
|
||||
v.NPCs = append(v.NPCs, npc)
|
||||
case common.ObjectTypeItem:
|
||||
if object.ObjectInfo == nil || !object.ObjectInfo.Draw || object.Lookup.Base == "" || object.Lookup.Token == "" || object.Lookup.TR == "" {
|
||||
if object.ObjectInfo == nil || !object.ObjectInfo.Draw || object.Lookup.Base == "" || object.Lookup.Token == "" {
|
||||
return
|
||||
}
|
||||
entity := common.CreateAnimatedEntity(object, fileProvider, palettedefs.Units)
|
||||
|
Loading…
Reference in New Issue
Block a user