NOTE: JointRotationFlags allows bones to be rotated with CreatureJoint().
| 120 | |
| 121 | // NOTE: JointRotationFlags allows bones to be rotated with CreatureJoint(). |
| 122 | void ObjectInfo::SetBoneRotationFlags(int boneID, int flags) |
| 123 | { |
| 124 | int index = boneIndex + (boneID * 4); |
| 125 | if (index < 0 || index >= g_Level.Bones.size()) |
| 126 | { |
| 127 | TENLog(fmt::format("Failed to set rotation flag for bone ID {}.", boneID), LogLevel::Warning); |
| 128 | return; |
| 129 | } |
| 130 | |
| 131 | g_Level.Bones[index] |= flags; |
| 132 | } |
| 133 | |
| 134 | void ObjectInfo::SetHitEffect(HitEffect hitEffect) |
| 135 | { |
no test coverage detected