Big refactor of ScriptedAnimations, moved into their own source file, lots of reorganization.
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@@ -12,10 +12,11 @@
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//
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// An single animation step.
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//
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// The body consists of a sequence of FlxAnimationField
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// records. The body is encoded, to read the
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// FlxAnimationField records you need an
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// FlxAnimationStepDecoder.
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// This struct contains an entire animation step. The
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// key-value pairs are stored in an encoded form, which is not
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// directly accessible to blueprints. To read these key-value
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// pairs, blueprints will need to use UnpackAnimationStep or
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// AnimationStepGetXXX.
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//
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////////////////////////////////////////////////
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@@ -27,9 +28,15 @@ public:
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UPROPERTY()
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bool Finished;
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UPROPERTY()
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// The hash of the animation step, a 63-bit unique identifier.
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//
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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int64 Hash;
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// The Body contains all the key-value pairs in an encoded form. To
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// obtain these in a useful form, you will need to use
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// UnpackAnimationStep or AnimationStepGetXXX.
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//
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UPROPERTY()
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TArray<uint8> Body;
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