void CQuake3EventHandler::Animate()
{
u32 now = Game->Device->getTimer()->getTime();
Q3Player * player = Player + 0;
checkTimeFire ( player->Anim, 4, now );
// Query Scene Manager attributes
if ( player->Anim[0].flags & FIRED )
{
ISceneManager *smgr = Game->Device->getSceneManager ();
wchar_t msg[128];
IVideoDriver * driver = Game->Device->getVideoDriver();
IAttributes * attr = smgr->getParameters();
#ifdef _IRR_SCENEMANAGER_DEBUG
swprintf ( msg, 128,
L"Q3 %s [%ls], FPS:%03d Tri:%.03fm Cull %d/%d nodes (%d,%d,%d)",
Game->CurrentMapName.c_str(),
driver->getName(),
driver->getFPS (),
(f32) driver->getPrimitiveCountDrawn( 0 ) * ( 1.f / 1000000.f ),
attr->getAttributeAsInt ( "culled" ),
attr->getAttributeAsInt ( "calls" ),
attr->getAttributeAsInt ( "drawn_solid" ),
attr->getAttributeAsInt ( "drawn_transparent" ),
attr->getAttributeAsInt ( "drawn_transparent_effect" )
);
#else
swprintf ( msg, 128,
L"Q3 %s [%ls], FPS:%03d Tri:%.03fm",
Game->CurrentMapName.c_str(),
driver->getName(),
driver->getFPS (),
(f32) driver->getPrimitiveCountDrawn( 0 ) * ( 1.f / 1000000.f )
);
#endif
Game->Device->setWindowCaption( msg );
swprintf ( msg, 128,
L"%03d fps, F1 GUI on/off, F2 respawn, F3-F6 toggle Nodes, F7 Collision on/off"
L", F8 Gravity on/off, Right Mouse Toggle GUI",
Game->Device->getVideoDriver()->getFPS ()
);
if ( gui.StatusLine )
gui.StatusLine->setText ( msg );
player->Anim[0].flags &= ~FIRED;
}
// idle..
if ( player->Anim[1].flags & FIRED )
{
if ( strcmp ( player->animation, "idle" ) )
player->setAnim ( "idle" );
player->Anim[1].flags &= ~FIRED;
}
createParticleImpacts ( now );
}