Allow Player class derivatives to override NumTableActionAnims#1713
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Azaezel merged 1 commit intoTorqueGameEngines:developmentfrom Apr 19, 2026
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the player class (and resource derivatives, contain a mix of hardcoded animation names, as well as scriptable ones that can be tripped via playthread/setActionThread. to determine if an animation within the stored vector is hardcoded or a scripted oneoff for that mesh, theres a demarcation at NumTableActionAnims for the up to 512 animation slots available. when deriving from player, we must therefore allow that entry to be overridden for any class which adds additional hardcoded animations therefore this introduces a datablock-level entry for the marked slot.
Azaezel
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Apr 14, 2026
as a followup to TorqueGameEngines/Torque3D#1713 this ditches a bit more of the doubled up code in player, and leverages the hardcoded vs dynamic animation split-point override code
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the player class (and resource derivatives, contain a mix of hardcoded animation names, as well as scriptable ones that can be tripped via playthread/setActionThread. to determine if an animation within the stored vector is hardcoded or a scripted oneoff for that mesh, theres a demarcation at NumTableActionAnims for the up to 512 animation slots available. when deriving from player, we must therefore allow that entry to be overridden for any class which adds additional hardcoded animations therefore this introduces a datablock-level entry for the marked slot.