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@@ -2638,7 +2638,7 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
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F32 randomPos = Platform::getRandom();
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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- if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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+ if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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if (image.animThread[i] && image.state->sequence[i] != -1 && image.state->flashSequence[i]) {
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@@ -2779,7 +2779,7 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
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updateAnimThread(imageSlot, imageShapeIndex, lastState);
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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- if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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+ if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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// Start spin thread
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@@ -2834,7 +2834,7 @@ void ShapeBase::updateAnimThread(U32 imageSlot, S32 imageShapeIndex, ShapeBaseIm
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F32 randomPos = Platform::getRandom();
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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- if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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+ if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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if (image.animThread[i] && stateData.sequence[i] != -1)
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@@ -3076,7 +3076,7 @@ TICKAGAIN:
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U32 imageShapeIndex = getImageShapeIndex(image);
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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- if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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+ if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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if (image.spinThread[i])
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@@ -3131,7 +3131,7 @@ void ShapeBase::updateImageAnimation(U32 imageSlot, F32 dt)
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// Advance animation threads
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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- if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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+ if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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if (image.ambientThread[i])
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