| 287 | } |
| 288 | |
| 289 | const StateDispatchData* GetStateDispatch(const ItemInfo& item, int targetStateID) |
| 290 | { |
| 291 | targetStateID = (targetStateID == NO_VALUE) ? item.Animation.TargetState : targetStateID; |
| 292 | |
| 293 | // Prevent dispatch to same state ID. |
| 294 | if (item.Animation.ActiveState == targetStateID) |
| 295 | return nullptr; |
| 296 | |
| 297 | // Run through state dispatches. |
| 298 | const auto& anim = GetAnimData(item); |
| 299 | for (const auto& dispatch : anim.Dispatches) |
| 300 | { |
| 301 | // State ID mismatch; continue. |
| 302 | if (dispatch.StateID != targetStateID) |
| 303 | continue; |
| 304 | |
| 305 | // Test if current frame is within dispatch range. |
| 306 | if (TestAnimFrameRange(item, dispatch.FrameNumberRange.first, dispatch.FrameNumberRange.second)) |
| 307 | return &dispatch; |
| 308 | } |
| 309 | |
| 310 | return nullptr; |
| 311 | } |
| 312 | |
| 313 | int GetNextAnimState(const ItemInfo& item) |
| 314 | { |